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One Lane vs Two Lane Comparison

DeletedUser

I figured since there are so many different one lane and two lane buildings to choose from (for housing, production, and happiness) it was about time to do a complete analytical examination of the buildings, using PME roads and boulevards as the basis for comparison. Beginning with the Future, I used solar walkways/roadways instead.


Please note, my rankings are a general guideline for optimizing your city's production. The rankings ignore things like aesthetics and town layout. You can find my rankings/summary
HERE.


Example: I rank garages above appliance factories, but of course if you've got a 4x5 sitting there, it's better to build an appliance factory (which uses up the full 4x5) rather than a garage (which uses up 4x4, and only leaves room for a line of decorations).


Cultural Buildings: The Candidates



One Lane
  • Publishing House
  • City Park
  • Roller Derby Rink
  • Golf Course
  • Floating Market
  • Zen Garden
  • Surveillance Nexus
  • Algae Airship

Two Lane
  • Electricity Plant
  • Drive-in Theater
  • American Diner
  • Zoo
  • Public Pool
  • Shopping Mall
  • Concept Vehicle Fair
  • Tower Club
  • Weather Control Station
  • Eco Park


(premium buildings to come later)


The easiest way for me to perform the comparison is to turn each cultural building that uses a 1-lane road into the equivalent of a 2-lane road by adding a second row of the 1-lane road.


For each building, I will include the happiness value and space consumed for both directions (if the building isn't symmetrical).


Publishing House


Dimensions: 4x3,
nidYkZL.png
1030, Cost: 240k coins & supplies, Cost/happiness = 233
If road runs along the long side, new dimensions (including roads) are 4x4. However, since half the road is presumably used by another building, we will treat it as a 4x3.5.
Happiness gained from walkways: 45x4/2 = 90
Total Happiness: 1120
Happiness/tile: 1120/14 = 80


If road runs along the short side, new dimensions (including roads) are 4x5. However, since half the road is presumably used by another building, we will treat it as a 3x4.5.
Happiness gained from walkways: 45x3/2 = 67.5
Total Happiness: 1097.5
Happiness/tile: 1097.5/13.5 = 81.3


City Park


Dimensions: 5x6,
nidYkZL.png
2850, Cost: 717k, Cost/happiness = 252
With walkways: 5.5x6:
Total Happiness: 2985 (+135 walkway)
Happiness/tile: 2985/33 = 90.45


With walkways: 5x6.5:
Total Happiness: 2962.5 (+112.5 walkway)
Happiness/tile: 91.15


Roller Derby Rink


Dimensions: 5x4,
nidYkZL.png
1910, Cost: 280k, Cost/happiness = 147
With walkways: 5x4.5:
Total Happiness: 2022.5 (+112.5 walkway)
Happiness/tile: 89.9


With walkways: 5.5x4:
Total Happiness: 2000 (+90 walkway)
Happiness/tile: 2000/22 = 90.9


Golf Course


Dimensions: 6x4,
nidYkZL.png
2600, Cost: 935k, Cost/happiness: 360
With walkways: 6x4.5:
Total Happiness: 2735 (+135 walkway)
Happiness/tile: 101.29


With walkways: 6.5x4:
Total Happiness: 2690 (+90 walkway)
Happiness/tile: 103.46

Floating Market


Dimensions: 6x4,
nidYkZL.png
2760, Cost: 893k coins+supplies, Cost/happiness: 324
With walkways: 6x4.5:
Total Happiness: 2895 (+135 walkway)
Happiness/tile: 107.22


With walkways: 6.5x4:
Total Happiness: 2850 (+90 walkway)
Happiness/tile: 109.62

Zen Garden


Dimensions: 4x2,
nidYkZL.png
1030, Cost: 332k, Cost/happiness: 322
With walkways: 4x2.5:
Total Happiness: 1120 (+90 walkway)
Happiness/tile: 112


With walkways: 4.5x2:
Total Happiness: 1075 (+45 walkway)
Happiness/tile: 119.44

Surveillance Nexus


Dimensions: 4x4,
nidYkZL.png
2000, Cost: 201k, Cost/happiness: 100.5
With walkways: 4x4.5:
Total Happiness: 2090 (+90 walkway)
Happiness/tile: 116.11

Algae Airship


Dimensions: 3x3,
nidYkZL.png
1350, Cost: 205k, Cost/happiness: 151.9
With walkways: 3x3.5:
Happiness gained from walkways: 135
Total Happiness: 1485
Happiness/tile: 135


------


Electrical Plant


Dimensions: 5x5,
nidYkZL.png
2620, Cost: 659k coins+supplies, Cost/happiness: 252
Since a 2 lane road runs along the side, new dimensions (including road) are 7x5. However, since half the road is presumably used by another building, we will treat it as a 6x5.
Happiness gained from boulevards: 20x2.5 / 2 = 25. Cost of walkways: 37500x2.5/2 = 46875 coins+supplies
Total Happiness: 2645
Happiness/tile: 2645/30 = 88.167


Drive-In Theater


Dimensions: 6x4,
nidYkZL.png
2800, Cost: 778k, Cost/happiness: 278
With Boulevards: 6x5
Total Happiness: 2830 (+30 blvds)
Happiness/tile: 94.33


With Boulevards: 7x4
Total Happiness: 2820 (+20 blvds)
Happiness/tile: 100.71


American Diner


Dimensions: 3x4,
nidYkZL.png
1300, Cost: 273k, Cost/happiness: 210
With Boulevards: 4x4
Total Happiness: 1320 (+20 blvds)
Happiness/tile: 82.50


With Boulevards: 3x5
Total Happiness: 1315 (+15 blvds)
Happiness/tile: 87.67


Zoo


Dimensions: 5x6,
nidYkZL.png
3510, Cost: 852k, Cost/happiness: 245
With Boulevards: 6x6
Total Happiness: 3540 (+30 blvds)
Happiness/tile: 98.33


With Boulevards: 5x7
Total Happiness: 3535 (+25 blvds)
Happiness/tile: 101


Public Pool


Dimensions: 5x4,
nidYkZL.png
2500, Cost: 780k, Cost/happiness: 312
With Boulevards: 5x5
Total Happiness: 2525 (+25 blvds)
Happiness/tile: 101


With Boulevards: 6x4
Total Happiness: 2370 (+20 blvds)
Happiness/tile: 105

Shopping Mall


Dimensions: 5x5,
nidYkZL.png
3650, Cost: 929k, Cost/happiness: 255
With Boulevards: 5x6
Total Happiness: 3675 (+25 blvds)
Happiness/tile: 122.50

Concept Vehicle Fair


Dimensions: 6x4,
nidYkZL.png
3900, Cost: 995k, Cost/happiness: 255
With Boulevards: 6x5
Total Happiness: 3930 (+30 blvds)
Happiness/tile: 131


With Boulevards: 7x4
Total Happiness: 3920 (+20 blvds)
Happiness/tile: 140

Tower Club


Dimensions: 5x4,
nidYkZL.png
3000, Cost: 900k, Cost/happiness: 300
With Boulevards: 5x5
Total Happiness: 3025 (+25 blvds)
Happiness/tile: 121


With Boulevards: 6x4
Total Happiness: 3020 (+20 blvds)
Happiness/tile: 125.9

Weather Control Station


Dimensions: 3x4,
nidYkZL.png
2300, Cost: 998k, Cost/happiness: 434
With Boulevards: 4x4
Total Happiness: 2340 (+40 roadway)
Happiness/tile: 146.25


With Boulevards: 3x5
Total Happiness: 2330 (+30 roadway)
Happiness/tile: 155.3

Eco Park


Dimensions: 6x5,
nidYkZL.png
7000, Cost: 1055k, Cost/happiness: 150.7
With Boulevards: 6x6
Total Happiness: 7060 (+60 blvds)
Happiness/tile: 196.1


With Boulevards: 7x5
Total Happiness: 7050 (+50 blvds)
Happiness/tile: 201.4

--------------------




Premium Cultural Buildings


Circus

Dimensions: 5x5, Happiness: 2800, Cost: 500 diamonds, Happiness/diamond = 5.6

With Walkways: 5.5x5
Happiness gained from walkways: 112.5.
Total Happiness: 2912.5
Happiness/tile: 106


Natural History Museum

Dimensions: 6x4, Happiness: 3230, Cost: 500 diamonds, Happiness/Diamond: 6.46

With Walkways: 6x4.5
Happiness gained from walkways: 135.
Total Happiness: 3365
Happiness/tile: 125


With Walkways: 6.5x4
Happiness gained from walkways: 90
Total Happiness: 3320
Happiness/tile: 128


Zeppelin

Dimensions: 3x6, Happiness: 2730, Cost: 600 diamonds, Happiness/Diamond: 4.55

With Walkways: 3.5x6
Happiness gained from walkways: 135.
Total Happiness: 2865
Happiness/tile: 136


With Walkways: 3x6.5
Happiness gained from walkways: 67.5
Total Happiness: 2797.5
Happiness/tile: 143


Amusement Park

Dimensions: 8x4, Happiness: 5200, Cost: 900 diamonds, Happiness/Diamond: 5.78

With Boulevards: 8x5
Happiness gained from boulevards: 40.
Total Happiness: 5240
Happiness/tile: 131


With Walkways: 9x4
Happiness gained from walkways: 20
Total Happiness: 5220
Happiness/tile: 145


Music Festival

Dimensions: 5x5, Happiness: 4550, Cost: 750 diamonds, Happiness/Diamond: 6.07

With Boulevards: 6x5
Happiness gained from boulevards: 25.
Total Happiness: 4575
Happiness/tile: 152.5


Casino

Dimensions: 4x4, Happiness: 3470, Cost: 500 diamonds, Happiness/Diamond: 6.94

With Boulevards: 4x5
Happiness gained from boulevards: 20.
Total Happiness: 3490
Happiness/tile: 174.5

Hologram Arena

Dimensions: 5x5, Happiness: 6370, Cost: 800 diamonds, Happiness/Diamond: 7.96

With Boulevards: 5x5.5
Happiness gained from walkways: 112.5
Total Happiness: 6482.5
Happiness/tile: 235.7

Concert Hall

Dimensions: 4x4, Happiness: 5860, Cost: 600 diamonds, Happiness/Diamond: 9.77

With Boulevards: 4x4.5
Happiness gained from walkways: 180.
Total Happiness: 6040
Happiness/tile: 335.6
 
Last edited by a moderator:

DeletedUser

To examine the effects of population cost upon happiness, I assume that the goal is to have an enthusiastic town. I will not be examining the costs of providing that population because of the large variety of sources from which population comes (1hr, 4hr, 1 day, premium houses; plus 3 different GBs; plus special event houses.) For the same reason, I won't be examining the cost of providing that happiness.


I use a lot of metrics to evaluate the supply buildings. Perhaps the most confusing is the meaning of the "Cost/Production" metric. That metric gives you information on how many 1 hr productions (with no enthusiasm or lighthouse or RAH) it takes to pay off the cost of the building. If you use 1 day productions, divide that number by 5. If you have enthusiasm/lighthouse/RAH boosts, divide it accordingly.


Production Buildings: The Candidates

One Lane
  • Lamp Factory
  • Cattle Ranch
  • Hatter
  • Toy Factory
  • Fish Market
  • Private Security Company
  • Food Printer
Two Lane
  • Garage
  • Aircraft Factory
  • Appliance Factory
  • Car Factory
  • Junkyard
  • Business Center
  • Logistics Center
  • 3D Printer
  • Drone Factory
  • Levitation Outlet
  • Helium-3 Extraction Factory
Lamp Factory


Dimensions: 6x3, Hourly Production: 1510, Cost: 212.3k, 570
JKvfGOB.png
, Cost/Production: 141
With walkways: 6x3.5:
Happiness gained from walkways: 135.
Net Happiness: 135 - 570*1.4 = -663
Happiness/tile: -720/21 = -34.3
Production/tile: 1510/21 = 71.9
Population Usage/tile: 27.1


With walkways: 6.5x3:
Production/tile: 77.4
Pop Usage/tile: 29.2


Cattle Ranch


Dimensions: 7x6, Hourly Production: 3100, Cost: 337k, 1063
JKvfGOB.png
, Cost/Production: 109
With walkways: 7.5x6:
Happiness gained from walkways: 135.
Net Happiness: 135 - 1063*1.4 = -1353
Happiness/tile: -1460/45 = -32.4
Production/tile: 3100/45 = 68.9
Pop Usage/tile: 23.6


With walkways: 7x6.5:
Happiness/tile: -31.6
Production/tile: 68.1
Pop Usage/tile: 23.4


Hatter


Dimensions: 3x3, Hourly Production: 740, Cost: 111.8k, 150
JKvfGOB.png
, Cost/Production: 151
With walkways: 3.5x3:
Happiness gained from walkways: 67.5.
Net Happiness: -142.5
Happiness/tile: -13.6
Production/tile: 70.5
Pop Usage/tile: 14.3


Toy Factory


Dimensions: 5x5, Hourly Production: 1790, Cost: 277.3k, 666
JKvfGOB.png
, Cost/Production: 155
With walkways: 5.5x5:
Happiness gained from walkways: 112.5.
Net Happiness: -670
Happiness/tile: -24.4
Production/tile: 65.1
Pop Usage/tile: 24.2

Fish Market


Dimensions: 5x4, Hourly Production: 2400, Cost: 328.8k, 684
JKvfGOB.png
, Cost/Production: 137
With walkways: 5.5x4:
Happiness gained from walkways: 90.
Net Happiness: -743
Happiness/tile: -33.75
Production/tile: 109.1
Pop Usage/tile: 31.1


With walkways: 5x4.5:
Happiness/tile: -34
Production/tile: 106.7
Pop Usage/tile: 30.4

Private Security Company

Dimensions: 4x3, Hourly Production: 1800, Cost: 200.7k, 550
JKvfGOB.png
, Cost/Production: 111.5
With walkways: 4.5x3:
Happiness gained from walkways: 67.5.
Net Happiness: -792.5
Happiness/tile: -58.7
Production/tile: 133.3
Pop Usage/tile: 40.7


With walkways: 4x3.5:
Happiness/tile: -55
Production/tile: 128.6
Pop Usage/tile: 39.3

Food Printer

Dimensions: 4x4, Hourly Production: 2850, Cost: 185k, 460
JKvfGOB.png
, Cost/Production: 65
With walkways: 4.5x4:
Happiness gained from solar walkways: 180.
Net Happiness: -554
Happiness/tile: -30.8
Production/tile: 158.3
Pop Usage/tile: 25.6


-------------------------


Garage


Dimensions: 4x4, Hourly Production: 1450, Cost: 193.4k, 338
JKvfGOB.png
, Cost/Production: 133
With boulevards: 5x4:
Happiness gained from boulevards: 20.
Net Happiness: 20 - 338*1.4 = -453.2
Happiness/tile: -453.2/20 = -22.7
Production/tile: 1450/20 = 72.5
Pop Usage/tile: 16.9


Aircraft Factory


Dimensions: 6x4, Hourly Production: 2490, Cost: 446.3k, 650
JKvfGOB.png
, Cost/Production: 179
With boulevards: 7x4:
Net Happiness: -890
Happiness/tile: -31.8
Production/tile: 88.9
Pop Usage/tile: 23.2


With boulevards: 6x5:
Production/tile: 83
Pop Usage/tile: 21.7


Appliance Factory


Dimensions: 4x5, Hourly Production: 2150, Cost: 262.7k, 700
JKvfGOB.png
, Cost/Production: 122
With boulevards: 4x6:
Net Happiness: -960
Happiness/tile: -40
Production/tile: 89.6
Pop Usage/tile: 29.2


With boulevards: 5x5:
Production/tile: 86
Pop Usage/tile: 28


Car Factory


Dimensions: 5x6, Hourly Production: 3660, Cost: 556.4k, 1111
JKvfGOB.png
, Cost/Production: 152
With boulevards: 5x7:
Net Happiness: -1535
Happiness/tile: -43.9
Production/tile: 104.6
Pop Usage/tile: 31.7


With boulevards: 6x6:
Production/tile: 101.7
Pop Usage/tile: 30.8


Junkyard


Dimensions: 5x4, Hourly Production: 3020, Cost: 176.2k, 437
JKvfGOB.png
, Cost/Production: 58
With boulevards: 6x4:
Net Happiness: -1092
Happiness/tile: -45.5
Production/tile: = 125.8
Pop Usage/tile: 18.2


With boulevards: 5x5:
Production/tile: 120.8
Pop Usage/tile: 17.5

Business Center

Dimensions: 5x5, Hourly Production: 3780, Cost: 570.2k, 666
JKvfGOB.png
, Cost/Production: 151
With boulevards: 6x5:
Net Happiness: -1407.4
Happiness/tile: -46.9
Production/tile: 126
Pop Usage/tile: 22.2


Logistics Center

Dimensions: 4x6, Hourly Production: 3310, Cost: 401k, 987
JKvfGOB.png
, Cost/Production: 121
With boulevards: 4x7:
Net Happiness: -1361.8
Happiness/tile: -48.6
Production/tile: 118.2
Pop Usage/tile: 35.25


With boulevards: 5x6:
Production/tile: 110.3
Pop Usage/tile: 32.9

3D Printer

Dimensions: 4x4, Hourly Production: 2400, Cost: 409.4k, 500
JKvfGOB.png
, Cost/Production: 170.6
With boulevards: 4x5:
Net Happiness: -880
Happiness/tile: -44
Production/tile: 120
Pop Usage/tile: 25

Drone Factory

Dimensions: 6x3, Hourly Production: 3000, Cost: 408.3k, 250
JKvfGOB.png
, Cost/Production: 136.1
With boulevards: 7x3:
Net Happiness: -535
Happiness/tile: -25.5
Production/tile: 142.9
Pop Usage/tile: 11.9


With boulevards: 6x4:
Production/tile: 125
Pop Usage/tile: 10.4

Levitation Outlet

Dimensions: 4x3, Hourly Production: 1990, Cost: 277k, 640
JKvfGOB.png
, Cost/Production: 139
With boulevards: 4x4:
Net Happiness: -756
Happiness/tile: -47.3
Production/tile: 124.4
Pop Usage/tile: 40


With boulevards: 5x3:
Production/tile: 132.7
Pop Usage/tile: 42.7

Helium-3 Extraction Facility

Dimensions: 6x5, Hourly Production: 5540, Cost: 970k, 1700
JKvfGOB.png
, Cost/Production: 175
With boulevards: 7x5:
Net Happiness: -1905
Happiness/tile: -54.4
Production/tile: 158.3
Pop Usage/tile: 48.6


With boulevards: 6x6:
Production/tile: 153.9
Pop Usage/tile: 47.2

-------------------------



Deli Shop


Dimensions: 4x3, Hourly Production: 1770, Cost: 600 diamonds, 200 population, Production/diamond: 2.95
With walkways: 4x3.5:
Happiness gained from walkways: 90.
Net Happiness: 90 - 200*1.4 = -190
Happiness/tile: -190/14 = -13.6
Production/tile: 1770/14 = 126.4
Population Usage/tile: 14.3


With walkways: 4.5x3:
Production/tile: 131.1
Pop Usage/tile: 14.8


Film Studio


Dimensions: 7x5, Hourly Production: 6830, Cost: 1000 diamonds, 650 population, Production/diamond: 6.83
With boulevards: 7x6:
Production/tile: 162.6
Population Usage/tile: 15.5


With boulevards: 8x5:
Production/tile: 170.8
Population Usage/tile: 16.3


Greenhouse Complex


Dimensions: 5x3, Hourly Production: 3200, Cost: 600 diamonds, 300 population, Production/diamond: 5.33
With boulevards: 5x4:
Net Happiness: -295
Happiness/tile: -14.8
Production/tile: 160
Population Usage/tile: 15


With boulevards: 6x3:
Production/tile: 177.8
Population Usage/tile: 16.7

Computer Games Company

Dimensions: 4x3, Hourly Production: 2940, Cost: 600 diamonds, 240 population, Production/diamond: 4.9
With boulevards: 4x4:
Net Happiness: -166
Happiness/tile: -10.375
Production/tile: 183.75
Population Usage/tile: 15


With boulevards: 5x3:
Production/tile: 196
Population Usage/tile: 16

Urban Farm

Dimensions: 6x4, Hourly Production: 7260, Cost: 900 diamonds, 500 population, Production/diamond: 8.07
With boulevards: 7x4:
Net Happiness: -80
Happiness/tile: -2.9
Production/tile: 259
Population Usage/tile: 17.9


With boulevards: 6x5:
Production/tile: 242
Population Usage/tile: 16.7

Sea Life Tower

Dimensions: 5x5, Hourly Production: 8300, Cost: 1000 diamonds, 670 population, Production/diamond: 8.3
With boulevards: 5x6:
Net Happiness: -283
Happiness/tile: -9.4
Production/tile: 276.7
Population Usage/tile: 22.3
 
Last edited by a moderator:

DeletedUser

Housing

One Hour
  • Tenement House
  • Motel
  • Duplex House
  • Shophouse
  • Pod Home
  • Self-Supporting Home
Four Hour
  • Council House
  • Prefab House
  • Prefabricated High-Rise
  • Waterfront Residential
  • Annex
  • Underground House
One Day
  • High-Rise
  • Suburban House
  • Bungalow
  • Condominium
  • Capsule Hotel
  • Arcology
(premium buildings to come later)


For housing, it makes more sense to compare each type of house against the others of the same coin production cycle. Suffice it say that in general:
- 1 hour houses are terrible unless you don't have St. Marks. They also provide the least population/tile.
- 4 hour houses are decent with & without St. Marks. The ME, and especially PME 4 hr houses provide more coin income if you are able to collect every 4 hours. If you can only collect 3x per day, 1 day houses are better in most cases.
- 1 day houses are extremely good when combined with St. Marks, and OK otherwise. They always provide the most population/tile.


1 HR HOUSES


Tenement House

Dimensions: 3x3, Population: 510, Coin Production: 610 per hour
With walkways: 3x3.5.
Coin income/tile: 58.1
Population/tile: 48.6


Motel

Dimensions: 4x3, Population: 900, Coin Production: 1460 per hour
With boulevards: 4x4
Coin income/tile: 91.25
Population/tile: 56.25


With boulevards: 5x3
Coin income/tile: 97.3
Population/tile: 60


Duplex House

Dimensions: 4x3, Population: 1040, Coin Production: 1840 per hour
With boulevards: 4x4
Coin income/tile: 115
Population/tile: 65


With boulevards: 5x3
Coin income/tile: 122.7
Population/tile: 69.3

Shophouse

Dimensions: 3x4, Population: 1400, Coin Production: 2300 per hour
With boulevards: 4x4
Coin income/tile: 143.75
Population/tile: 87.5


With boulevards: 3x5
Coin income/tile: 153.33
Population/tile: 93.3

Pod Home

Dimensions: 1x1, Population: 200, Coin Production: 250 per hour
With walkways: 1x1.5.
Coin income/tile: 166.7
Population/tile: 133.3

Self-Supporting Home

Dimensions: 2x2, Population: 500, Coin Production: 1200 per hour
With walkways: 2x2.5.
Coin income/tile: 240
Population/tile: 200

---------------


4 HR HOUSES


Council House

Dimensions: 3x3, Population: 680, Coin Production: 1280 per 4 hours
With walkways: 3x3.5
Coin income/tile: 121.9
Population/tile: 64.8


Prefab House

Dimensions: 4x3, Population: 1380, Coin Production: 2970 per 4 hours
With boulevards: 4x4
Coin income/tile: 185.6
Population/tile: 86.25


With boulevards: 5x3
Coin income/tile: 198
Population/tile: 92


Prefab High-Rise

Dimensions: 4x4, Population: 2120, Coin Production: 4980 per 4 hours
With boulevards: 5x4
Coin income/tile: 249
Population/tile: 106

Waterfront Residential

Dimensions: 4x3, Population: 1810, Coin Production: 4000 per 4 hours
With walkways: 4x3.5
Coin income/tile: 285.7
Population/tile: 129.3


With walkways: 4.5x3
Coin income/tile: 296.3
Population/tile: 134.1

Annex

Dimensions: 3x4, Population: 2000, Coin Production: 5000 per 4 hours
With boulevards: 3x5
Coin income/tile: 333.3
Population/tile: 133.3


With boulevards: 4x4
Coin income/tile: 312.5
Population/tile: 125

Underground House

Dimensions: 4x3, Population: 2200, Coin Production: 7000 per 4 hours
With boulevards: 4x4
Coin income/tile: 437.5
Population/tile: 137.5


With boulevards: 5x3
Coin income/tile: 466.7
Population/tile: 146.7


---------------------------


1 DAY HOUSES


High-Rise

Dimensions: 3x3, Population: 1087, Coin Production: 5750 per day
With boulevards: 3x4
Coin income/tile: 479.2
Population/tile: 90.6


Suburban House

Dimensions: 4x3, Population: 1330, Coin Production: 7320 per day
With walkways: 4x3.5
Coin income/tile: 522.9
Population/tile: 95


With walkways: 4.5x3
Coin income/tile: 542.2
Population/tile: 98.5


Bungalow

Dimensions: 3x3, Population: 1150, Coin Production: 6910 per day
With walkways: 3x3.5
Coin income/tile: 658.1
Population/tile: 109.5

Condominium

Dimensions: 4x4, Population: 2800, Coin Production: 20800 per day
With boulevards: 5x4
Coin income/tile: 1040
Population/tile: 140

Capsule Hotel

Dimensions: 4x3, Population: 2400, Coin Production: 18,200 per day
With boulevards: 4x4
Coin income/tile: 1137.5
Population/tile: 150


With boulevards: 5x3
Coin income/tile: 1213.3
Population/tile: 160

Arcology

Dimensions: 6x6, Population: 8000, Coin Production: 62210 per day
With boulevards: 7x6
Coin income/tile: 1481.2
Population/tile: 190.5

---------------------------


PREMIUM/8 HR HOUSES


Art Noveau Mansion


Dimensions: 3x3, Population: 917, Coin Production: 3640 per 8 hours
With walkways: 3x3.5
Coin income/tile: 346.7
Population/tile: 87.3


Luxury Dwelling


Dimensions: 4x3, Population: 1540, Coin Production: 7000 per 8 hours
With boulevards: 4x4
Coin income/tile: 437.5
Population/tile: 96.25


With boulevards: 5x3
Coin income/tile: 466.7
Population/tile: 102.7


Loft House


Dimensions: 3x4, Population: 1770, Coin Production: 8800 per 8 hours
With boulevards: 4x4
Coin income/tile: 550
Population/tile: 110.6


With boulevards: 3x5
Coin income/tile: 586.7
Population/tile: 118

Waterfront Villa

Dimensions: 4x4, Population: 2510, Coin Production: 13900 per 8 hours
With boulevards: 5x4
Coin income/tile: 695
Population/tile: 125.5

Terraced High-Rise

Dimensions: 4x4, Population: 3000, Coin Production: 17000 per 8 hours
With boulevards: 5x4
Coin income/tile: 850
Population/tile: 150

Tree House Hotel

Dimensions: 3x4, Population: 3000, Coin Production: 18660 per 8 hours
With boulevards: 4x4
Coin income/tile: 1166.25
Population/tile: 187.5

Pretty straightforward difference for premium houses.

One thing to note: Beginning with the Contemporary Era, premium houses are no longer optimal for population purposes. If you need population, you're better off using the era's 1 day house instead.
 
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DeletedUser7719

Hey Huscarl, great guide, but I don't get your one-lane road stats. If I use the Publishing House as an example:
-the size is a 4x3
-roads along the short side would bring it up to a 5x3
-since only half of the road's potential is being used wouldn't it be a 4.5x3?
 

DeletedUser

Hey Huscarl, great guide, but I don't get your one-lane road stats. If I use the Publishing House as an example:
-the size is a 4x3
-roads along the short side would bring it up to a 5x3
-since only half of the road's potential is being used wouldn't it be a 4.5x3?

Yeah, it would. The direction this went in changed from how I had originally planned, so that would be a better way to make the comparison. What I was doing was creating a double walkway in place of a 2 lane road, because in my mind I was trying to come up with a way to make a 5x6 city park comparable to a 5x6 zoo. But my original idea got lost along the way. Thanks for the feedback, I'll revise this a bit later.
 

DeletedUser3157

Good job with the culture buildings so far Huscarl, it's the most fair and accurate way to compare them like you did imo.

I'll be interested to see how you will compare the supply buildings in the end. You can go pretty deep into them if you start including in the house for population reqs and the cultural for that population reqs, then comparing the coins+supplies numbers(and the ratio of either) per the modified footprint size of that entire system(system = 1 supply building + as much of a house it needs + as much of a cultural that % of the house needs(happiness for all the roads and everything within system assumed into it ofc). I did stuff like that in the past when collect points were the most important to best optimize my towns, it get's quite long and messy, but fun.
 
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DeletedUser

Good job with the culture buildings so far Huscarl, it's the most fair and accurate way to compare them like you did imo.

I'll be interested to see how you will compare the supply buildings in the end. You can go pretty deep into them if you start including in the house for population reqs and the cultural for that population reqs, then comparing the coins+supplies numbers(and the ratio of either) per the modified footprint size of that entire system(system = 1 supply building + as much of a house it needs + as much of a cultural that % of the house needs(happiness for all the roads and everything within system assumed into it ofc). I did stuff like that in the past when collect points were the most important to best optimize my towns, it get's quite long and messy, but fun.

That sounds pretty intense. Not sure how I could assume cost of population though, when there are so many different options for houses nowadays. Back when high rises were the go-to house, I imagine it would be easier. I will probably do something similar to what I did for cultural buildings, and just rank them in terms of population consumption/tile and supply production/tile.
 

DeletedUser3157

That sounds pretty intense. Not sure how I could assume cost of population though, when there are so many different options for houses nowadays. Back when high rises were the go-to house, I imagine it would be easier. I will probably do something similar to what I did for cultural buildings, and just rank them in terms of population consumption/tile and supply production/tile.

Yes there would be multiple choices in regards to houses available, complicating things. Besides what would their collection patterns be like, P/M situation etc - much easier to do one more individual bases once you know what you are going for. But...in all honesty 24h houses are the most effective non-premium way to go for 99.9% of players, in all ages since they appeared, weather the players actually know and understand it yet or not. So that can simplify the situation a bit. Although polish dependance margins on some cases and all happiness GBs maxed in others cases giving excess happiness can slightly complicate it again.

In case you are interested, this is how I used to calculate effectiveness for my stuff:
1) I calculated the numbers for culture buildings per tile same way you just did. I chose my winner I usually targeted. Actually I complicated a bit because I multiplied the per tile value with my polish error margin if my town depended on polish in my calcs also. I mean I usually ran towns with an error margin there, so I could still keep 120% with 1 or 2 unpolished. So for exampe if I had 8 large culturals and I needed only 6 of them polished to give me 120%, then my polish multiplier would have been (6*2+2)/8=1.75 somewhere in there, to get me for example 170 per tile value on cultural that's like 100 on its own with roads. Anyways that's not even needed if you don't rely on polish.

2) Next step is houses. You can do it for all houses, but with motivation being such huge factor if you can get it regular, it takes just stupid amounts of effort for 1h and 4h houses to beat 24h house in any practical calcs :P
But anyways you calc the house size. Let's say it's a 3x3 that needs double lane roads and u can get 50k coins from it per day. So 4x3 12 tiles right. You treat that pop it gives you as smth you need to keep at happy right away. So let's say it would give 1000 pop, it needs 1400 happiness, subtract the minor happiness 3/4 of a double lane road gives you and then devide with whatever your target happiness building gets you. 170 in this example, so such house would need llike 1385/170=8.15 tiles of extra cultural to sustain it. So in the end you know that each this house you build is gonna cost you 8.15+12=20.15 tiles of space.

3) So with supplies you do the same old, don't forget to add the happiness for roads and your other bonuses which actually changes your house footprint a bit by changing the 8.15 number hence the 20.15 one a bit(I guess more with the PME new feature though). Anyways lets say you have a fictional building where you can get 200k supplies per day 7x5 w/o roads and 7x6 with roads and it needs 750 pop. So in the end you know you are gonna need 75% of your house, which by now is let's say 20 tiles of footprint size. So that system becomes in the end 42 tiles of supply building + 15 tiles of house+happiness stuff. So you will know that you will get 200k supplies and 50k*0.75=37.5k coins out of 57 tiles. That would be 237.5k/57=4167 production per tile in 16% coins 84% supplies ratio(if you go for collect points, u would often want just highest output, but coins are just more useful, so it's a good tie-breaker if numbers are pretty even. For example lamps vs garages have very even total output numbers, but lamps give much coins than garages hence better).

Anyways then you just need to make those calculations for all the supply buildings out there using all the house combinations out there which use all the cultural building combinations out there, shouldn't be too much.
 
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DeletedUser

Anyways then you just need to make those calculations for all the supply buildings out there using all the house combinations out there which use all the cultural building combinations out there, shouldn't be too much.

yeah, that would be easy :rolleyes:
 

DeletedUser

Alright. I think I'm done with this little project. I originally was factoring in the cost to build walkways and boulevards in my calculations, but I decided that was a bad idea because I expect most of those roads/walkways would be there regardless of what buildings are in the town.

Let me know if I made any glaringly obvious errors. :)
 

DeletedUser3157

Ok I made a quick excel sheet to calc supply building whole system values like I described on last page.

Lamps vs Garages vs Ranches with Highrises as houses and and City Parks as culturals(best of their age both) with PE roads:

Lamps: 3244 coins+supplies per tile, 23% coins 77% supplies
Garages: 3226 coins+supplies per tile, 16% coins 84% supplies
Ranches: 3030 coins+supplies per tile, 21% coins 79% supplies

Hatter vs Aircraft vs Appliance with Suburban houses and Drive-in Theaters with ME roads:

Hatter: 3427 14%
Aircraft: 3866 18%
Appliance: 3792 21%

Toys vs Junk vs Cars with Bungalows and Golf Courses PME roads:

Cars: 4231 18%
Junk: 5022 9%
Toys: 3073 21%

These numbers are for maximum efficient town atm. That means lvl10 RAH, Lighthouse and StM, needs polish with zero error margin, all buildings motivated every collect, buildings connected on efficient side. 24h supply collect pattern assumed.

Btw PME full premium setup would be 8660 14%.
 
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DeletedUser

lol, yeah I think that's a little more complicated that I want to make things :P

this is supposed to be something an average player can look at quickly and determine how to optimally build up his/her town, using PE/ME/PME buildings
 

DeletedUser3157

Yes the % was amount of coins in the whole system coins+supplies production. Coins really are a side-product really, but it's imo useful stat :P

Anyways I looked at the excel sheet I did yesterday and I cleaned it up. I added a bunch more rows there in where I originally took major shortcuts, to make it more clear and easy to understand. In doing so, I also found a small mistake I did yesterday, but it didn't change final outcome too much. Also added detailed explanations for each row and stat for the same reason. So you guys can play around with it, change some data to get all kinds of outcomes etc fun stuff.

https://www.dropbox.com/s/0z269durtm3gcua/SupSystemCalcs.ods

Tbh it needs a lot of data input to get the results because there are so many different factors which effect the final outcome. But that number could be cut down by like 3-4x I think by someone who knows excel little better. Right now you need to put all the numbers for all the buildings(like size, road x needed, road y needed, pop needed, production, bonus happiness etc) manually for each type. But you can make excel remember all those values somewhere else and make it so that you need to only choose the building name from some list and move on. Same with GB values etc stuff. Just saying in case someone's bored :P
 

DeletedUser

do we get an update for contemporary?
I would very much appreciate it :-)

Best Matt
 

Surge

Brigadier-General
I know this might not be a huge difference, but there might be a reason to build business centers. Both Junkyards and BCs have a 500 happiness penalty, but the BC is larger, so the unhappiness is spread more thinly. Junkyards have -25 hp/s, while BCs have -20 hp/s. Granted, the production per square is basically identical, but I can see this being useful for cities that need help with happiness, because if you can replace 5 Junkyards lined up east-west with BCs lined the same way, you can shave off 500 unhappiness. Supply-heavy cities might save significantly more due to high density.

As for Logistics Centers, I would think that they are better than Car Factories. They take less to build and are more productive. The only gripe is the population per square, but personally this isn't a problem since I am running a clean 4h house build. Maybe another problem is the size, but it's only one side shorter, so if you line a whole bunch of them side by side, you might need one or two extra polished for LCs than CFs.
 
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